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How about we remove all gen regression and exhaustion perks? pretty much all of them are annoying to play against
Comments
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No? Exhaustion perks add a element of fun and unique gameplay for survivors. As for regression I don't run it often but it's still very much a good thing for killers to have access to. We chop away too many mechanics from the game and it's going to become extremely stale.
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On the one hand exhaustion perks are easily the group of perks that bring the most spice for a survivor on average.
That being said, I think I'd like to at least test and see what the game looks like without exhaustion perks --- and what it looks like without gen regression perks.
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I think a more equal conversation would be all regression perks in return for the removal of all gen progression perks. Gen speed is game speed and either direction can make the game less enjoyable for the other side.
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Gen regression and exhaustion perks are basically required to be run, that’s why I chose them. gen progression is usually pretty weak so it’s not that popular
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If we can keep Corrupt Intervention and Head On (replace exhaustion with a cooldown) it's a deal lol
For real though if players actually need those perks then removing them would just make the game worst, it wouldn't fix why they're "basically required" (which I disagree with btw, I don't use either of those things and do just fine in both roles)
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The latter is very easy to test - one just have to pick killer, and no regression.
Some of us only play that way, as slowdown doesn't do anything interesting, while other perks help to start and finish fun chases!
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I rarely take more than one regression perk - and even that I kinda dropped recently. So I know what it looks like from an average killer perspective (Nemo in my case; I usually have Iron grasp, Lethal (cause I'm lazy) and then some perks I feel like. Sometimes Spies, sometimes Cruel Limits (/Claustrophobia), sometimes that Hex that blocks windows after a fast vault, sometimes Bam. I liked sloppy a lot for a while but since it became so popular I kinda got tired of it). - But I rarely see killers other than those that really shouldn't even need gen regression or another highly specialised build (* cough * iri hatchet camping Huntress * cough * ) without gen regression.
I'm mostly curious because with Nemo it's kinda straightforward for me: If I have a a team that's better at looping than I am at chasing (or overcommit on the wrong person) they win - if I'm better at chase than they are at looping (or they have a really weak link) then I win. Taking gen regression perks (usually Eruption + NWO) kinda catapulted me to a place where I would still usually end a match with a draw even though technically I lost most chases since they lasted too long.
That being said, when I played killer a lot more after booting regression perks again I first lost a lot, naturally, but then started winning more again; and over time I noticed survs getting better and better and eventually I arrived at the level of the survs I catapulted myself to and again on average it was a draw.... just that this time around it was without gen regression.
Long story short: I do wonder how matches go after two or so weeks without gen regression perks (and without exhaustion perks; although I don't think with the current set of exhaustion perks they have as much impact as regression perks, in part because a surv can't stack them), once MMR has adjusted.
Do we see overall fairer matches? Do people have a better time? Is the "obligatory sweat" reduced? - Do we see a massive increase in tunneling?
I'm really curious.
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You hit the nail on the head: for most players it doesn't matter if they run and/or play meta or not as long as they do it consistently, because matchmaking adjusts to the efficiency we achieve. The exception is of course experienced players running full meta (including killer pick, perks, addons and tactics employed). I hear they win the almost all of their matches simply because there are very few teams in the public queue who can compete with a full-regression tunneling Blight or such.
Every killer faces a choice of how many strong tools they want to bring into trials - if we count map offerings, both addon slots and strong tactics too, this number falls between 0-9.
Removing all regression would cut this number down to 0-5. I'm sure most players wouldn't notice a thing after mmr adjust, as they already weren't playing near the possible max efficiency level. The top X% of player would get bored though as coordinated groups of expert survivors would never face challenge. If you look at the competitive scene, you'll find that survivors do very well, even with heavy restrictions on their build options.
On the other hand, maybe we'd find that slowdown isn't the only option to be efficient. Endgame builds are very promising (that's why comp scenes tend to ban the NWO+NOED combo). Maybe even stacked chase perks could work in the highest levels of play (though I'm biased for that's what I run when I'm having a sweaty phase). It would definitely be an interesting experiment.
I refrain from commenting on the survivor perspective and the Exhaustion perk removal thought-experiment, as I barely play that role, and I'm very bad in it. :P
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